Forums » Suggestions

Only do a wormhole jump if a course is plotted to the other side.

Jan 23, 2014 abortretryfail link
Real simple. Change the nav system so that pressing "activate" on a wormhole only initiates a jump if you already have a course plotted to the other side...

I can't count how many times I've accidentally jumped instead of leaving a turret or just slipped and hit the enter key.
Jan 23, 2014 Shadowhawke link
+1+1+1+1. this has happened to me and screwed up mission completions
Jan 24, 2014 csgno1 link
+many. This would have saved me two tridents
Jan 24, 2014 TheRedSpy link
This can be done with a plugin actually. You rebind your action key to run through the script that checks if youre plotted there instead of just running the activation command.
Jan 24, 2014 incarnate link
Hmm. We can look at this, maybe as an option or something. I personally use wormholes sometimes without wanting to set a course every time. But an option would work.
Jan 24, 2014 TerranAmbassador link
+1 to making it an option.
Jan 24, 2014 abortretryfail link
TRS: That's not a bad idea, but it gets a lot more complicated when you factor in things like turrets, where the Activate key is used to get back in to the ship.

Options are good :)
Jan 24, 2014 Schmidtrock link
I opt for options.
Jan 24, 2014 tinbot link
What happens if a cap is sitting at a wormhole, and you try to dock? Do you dock, or do you enter the wormhole?

If the activate key will not take me through a wormhole without a plot, I would like an alternative activate key that will. Perhaps shift-enter could be bound to let me activate the wormhole, even if I do not have a course plotted. I imagine a plugin could be made to plot and then activate.
Jan 24, 2014 abortretryfail link
What happens if a cap is sitting at a wormhole, and you try to dock? Do you dock, or do you enter the wormhole?

This was actually a really big problem until the devs implemented AutoDock.
Jan 24, 2014 vskye link
-1. Learn to navigate.
Jan 24, 2014 abortretryfail link
This has nothing to do with knowing how to navigate. It has to do with overloading the "Activate" function for use with both your ship's jump drive and turret controls.
Jan 24, 2014 Pizzasgood link
-40 billion unless it is optional. If it is optional, it is fine.
Jan 24, 2014 vskye link
^^^^This.
Jan 24, 2014 TheRedSpy link
There are functions that you can use to establish that you are inside a capship so that merely has to be factored into the plugin. I have had multiple binds on my activate key for years now it is nothing new attaching extra scripts to run alongside regular flight controls.

I would still prefer this is only an option. Making it harder to do impromptu pursuit through a wormhole is not a good idea.
Jan 24, 2014 greenwall link
-1 to using a plugin as a solution. This is a problem within the game, and as such should be universally addressed by the devs.

+1 to making this a feature you can turn on or off in the "options" menu